Content Update 3.26.0 — Path of Exile: Secrets of the Atlas
" Why should you? If the only reason to play with friends is a party multiplier - that's completely dumb. It's because the only enjoy from party player you've got - it's a profit, nothing else. |
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" If i play in party of 3-5 without multiplier, then how i suppose to make money? Content becomes much harder and on top of that you need to split loot. Party play should have multiplier, period. Its a game of progression ffs. Last edited by Karavadonis#7672 on Jun 12, 2025, 9:46:53 AM
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The most ridiculous change in Path of Exile's history is this buff to party play. Don't just think of this as regular party play; it includes multiboxing and leech parties. I guess you want solo players to die.
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Revert the Party loot changes. Insane...
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Dear GGG
If you want to get the standart 2-week leagues you're doing well. I don't think so that up the "team" and nerf any of the "solo" plays is good idea. I think if you will remove Empyrien's team from the league you'll get the 99% of people who plays SOLO. (Also, you can see, how that team drop an 10 Mageblood/Headhunter per map, and many of mirrors. And after all you still want to buff the party currency drop?....) Please revert the Sanctum and party changes back. It looks like an stupid idea. If you want to realy balance Sanctum (not your "balance"(delete)) then just split the currency as low/medium/high level of Sanctum. Low (68-70) - Actualy your changes. That's all. Medium (71-80) - On flor 4 be able to get stack of 2 divs. - Flor 3 can get you an Divine Orb but quantity of that reward can be lowered (it make a sence) High (80-83) - No changes to Sanctum at this level (It will come as before your "balances") - Flor 3 still available to get divs (without less quantity) - Flor 4 doubles an last (of 3) offer (when it is Divine Orb) Why it should be like that? - Low Sanctums extreamly OP under other early mechanices to play (such as maps, heist, etc). So there will be a nerf to completly make the same loot lvl to other mechanices - Medium Sanctums don't need the balance. BUT you're GGG, and you realy want to nerf all that your players love. So that balance is realy make a sence - High Sanctums don't need the balance at all!!! The juicied T16-T17 maps can get you x1.5-x2 divines per hour to drop from Sanctum (actulay tested: 8-10 Div/Hour in Sanctum i83 | 15-20 Div/Hour in juicied T17 Scarab/Currency farm) P.S. You can think about economic of the game when Sandstorm will cost an 20+ divs at the start (why? Because Sanctum with your balance will be "deleted") or an Original Sin (which is rare and epic item in PoE 1) will cost how much? 2-3 Mirrors? Hope you'll revert this changes and you'll get us to play that lovely game for a months (not weeks) with a love! |
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Finally sanctum changes, it was only reasonable way to get divs in the start of the league while many people hate it and doing it
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As per usual, there are no shades of grey in the commentary. This is hilarious.
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"New Patch Notes:
Player Balance -Changed how additional party members scale the quantity and rarity of items the player finds. -We now drop +100% more of certain Item classes like Currency and Gold as they are valuable for all players, whereas items like Armour and Weapons scale at much lower amounts. The result of this is that when in larger parties you see less non-unique equipment, and more things you actually want." I'm not sure if I'm reading this correctly so I apologize for the mistake (maybe) in advance, but does this mean that currency and gold gets buffed? only for the parties? New mute system is terrible - no trade...
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" What kind of solo players you are talking about? Because we have "chill 2-4 hr after work" solo players(i would say at least 60-70% of playerbase) and "gigachad MF nolifers solo players"(i would say 10-20% of playerbase). Last edited by Karavadonis#7672 on Jun 12, 2025, 10:00:48 AM
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" Can you please clarify the effect of this change? Here's my understanding: Previously, for 6 players, there was a 250% multiplicative increase on currency and a 112% multiplicative increase on items in general. Now it sounds like there's a 500% multiplicative increase on currency. Is the general item quant unchanged? Were the currency and general quant multiplicative before, thus giving 2.112 * 3.5 = 7.4x as much currency in a 6-player party compared to a solo player? Will party players drop more or less currency than before? The change is pretty clear on uniques, though it's not clear on whether it's the same number of T0 uniques - just that it's the same total number. Will it be the same number of T0 uniques? |
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